Questions in topic: "c#"https://answers.unrealengine.com/questions/topics/single/33478.html
The latest questions for the topic "c#"Is it possible to code with c# in unreal engine 4?https://answers.unrealengine.com/questions/870466/is-it-possible-to-code-with-c-in-unreal-engine-4.html
I'm leaning to code with c#, I'm on Mac, and I thought it would be so much easier to code with c# instead of learning c++, so can code with c# in unreal engine 4?c#Thu, 31 Jan 2019 17:39:56 GMTIllogicalKniteHow to call complex return value method in C# dll?https://answers.unrealengine.com/questions/855150/how-to-call-complex-return-value-method-in-c-dll.html
I need to load a method in C# dll.
this method like this : public List GetAllUser().
right, this method return value is very complex.
I know how to load a method that return simple value like float, string, int.
but List, I can't.
So, help me please. thanks
my English is very poor, so. excuse me.dllc#Thu, 06 Dec 2018 09:06:37 GMTJack-Chen8where is the Constructor concept in Blueprintshttps://answers.unrealengine.com/questions/794406/where-is-the-constructor-concept-in-blueprints.html
Hi everyone,
Honestly i don't know anything about "Constructors" , i came across them in C# in Unity , So where is the concept of a "Constructor" inside of UE4 blueprints !!??
Thank you for your help.blueprintconstructorsunityc#Mon, 28 May 2018 15:08:49 GMTCarter10Unreal Build Tool errorhttps://answers.unrealengine.com/questions/764146/unreal-build-tool-error-1.html
Good day, have some errors with UBT when try add OpenCV to project. Can somebody explain me probable reasons?
error CS1729: 'UnrealBuildTool.ModuleRules' does not contain a constructor that takes 0 arguments QuestTest D:\Work\VRPal\UEProj\QuestTest\Intermediate\ProjectFiles\UnrealBuildTool 1
error CS0122: 'UnrealBuildTool.BuildConfiguration' is inaccessible due to its protection level QuestTest D:\Work\VRPal\UEProj\QuestTest\Intermediate\ProjectFiles\UnrealBuildTool 1ubtc#с++Thu, 01 Mar 2018 09:56:43 GMTKeltWhere can I place common 'build.cs' C# code for multiple modules?https://answers.unrealengine.com/questions/737664/where-can-i-place-common-buildcs-c-code-for-multip.html
Hey folks,
I have multiple modules in my game, and have written some custom build system code in the build.cs of my primary game module. Is there a way to get that C# code into the other build.cs files or reference it somehow? Maybe some common place into which I can pull that functionality? Without engine modifications, please... would be a shame to endure the overhead of that for this one small problem! :)
Thanks.buildmodulesc#Tue, 19 Dec 2017 06:07:24 GMTHateDreadUe4 targetfileshttps://answers.unrealengine.com/questions/664852/ue4-targetfiles.html
I have no clue on this below i don't even know how to find the files to see how it works
Code in each module can use other modules by referencing them in their build rules. Build rules for each module are given by C# scripts with the .build.cs extension. Target rules are given by C# scripts with the .target.cs extension.c#Tue, 25 Jul 2017 01:35:32 GMTkrisgoku2UnrealBuildTool generates System.IO.PathTooLongExceptionhttps://answers.unrealengine.com/questions/663874/unrealbuildtool-generates-systemiopathtoolongexcep.html
UnrealBuildTool seems to be using .net 4.5 which has a known bug that causes System.IO.PathTooLongException to be thrown on paths longer than 260 characters (yes I know this crops up in lots of legacy windows APIs, but its not a modern limitation). This has been causing us grief recently on our automated build machine (which generates unique directories for each build), as well as cropping up from time to time from different devs that clone our project to different directories. We have worked around this on our CI machine by mounting as close to the root as possible, but some of the paths are still awfully close to the limit and make us a bit uncomfortable (~250 characters).
The good news is that .net 4.6.2 fixes the issue (see: https://blogs.msdn.microsoft.com/dotnet/2016/08/02/announcing-net-framework-4-6-2/#bcl), so ideally UnrealBuildTool updates its target .net version and we can stop forcing everyone to clone directly to their C drive.buildunrealbuildtoolc#.netTue, 18 Jul 2017 22:44:39 GMTzdolesjava programming instead of c++https://answers.unrealengine.com/questions/605618/java-programming-instead-of-c.html
So I know the java programming language very well, and I don't like c++, so is there a way to change the language from c++ to java. c# would be fine as well.c++programmingjavac#Mon, 29 May 2017 13:07:36 GMTcatmaster450Is it possible to make a Custom Launcher to automatically update the game to the latest version?https://answers.unrealengine.com/questions/565384/is-it-possible-to-make-a-custom-launcher-to-automa.html
Is it possible and if so, how, to make a launcher for the game that will check online to see if your version is the most up to date, and if not update the game for you.
I have some experience in c++ if that helps.
Thanks or your timec++distributionc#online subsystem overviewSun, 19 Feb 2017 20:38:26 GMTktbsupremoWhat is [PublicAdditionalShadowFiles] in build.cs?https://answers.unrealengine.com/questions/536184/what-is-publicadditionalshadowfiles-in-buildcs.html
Hi
Some plugin's build.cs has [PublicAdditionalShadowFiles].
----------
PublicAdditionalShadowFiles.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "FreeType2/FreeType2-2.4.12/Lib/TVOS/Device/libfreetype2412.a");
----------
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
string DylibPath = SdkBase + "/bin/osx32/libopenvr_api.dylib";
PublicDelayLoadDLLs.Add(DylibPath);
PublicAdditionalShadowFiles.Add(DylibPath);
----------
else if (Target.Platform == UnrealTargetPlatform.IOS)
{
if (Target.Architecture == "-simulator")
{
PublicLibraryPaths.Add(libPNGPath + "/lib/ios/Simulator");
PublicAdditionalShadowFiles.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "libPNG/libPNG-1.5.2/lib/ios/Simulator/libpng152.a");
}
else
{
PublicLibraryPaths.Add(libPNGPath + "/lib/ios/Device");
PublicAdditionalShadowFiles.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "libPNG/libPNG-1.5.2/lib/ios/Device/libpng152.a");
}
PublicAdditionalLibraries.Add("png152");
}
----------
string libJPGPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "libJPG";
PublicIncludePaths.Add(libJPGPath);
// cpp files being used like header files in implementation
PublicAdditionalShadowFiles.Add(libJPGPath + "/jpgd.cpp");
PublicAdditionalShadowFiles.Add(libJPGPath + "/jpge.cpp");
----------
like that.
1. What is PublicAdditionalShadowFiles?
2. When using PublicAdditionalShadowFiles?
3. Why using PublicAdditionalShadowFiles?
4. How to use PublicAdditionalShadowFiles??..ue4pluginspluginbuild.csc#Tue, 13 Dec 2016 05:18:47 GMTsangpan On 에픽BuildCookRun.Automation.cs crashes when project file is missing (fix included)https://answers.unrealengine.com/questions/484809/buildcookrunautomationcs-crashes-when-project-file.html
Hi,
BuildCookRun.Automation.cs crashes in some cases when the project file is missing.
The code normally will set the private variable ProjectFullPath but one code path it can fail to do so which causes a crash before even throwing the "Could not find a project file {0}" exception.
The fix is fairly simple:
replace these lines (around line 335):
if (!FileExists_NoExceptions(ProjectFullPath.FullName))
{
throw new AutomationException("Could not find a project file {0}.", ProjectName);
}
with these:
if (GameProj == null || !FileExists_NoExceptions(ProjectFullPath.FullName))
{
throw new AutomationException("Could not find a project file {0}.", ProjectName);
}
Cheers,
Laurentbug reportproject filesexceptionc#build toolThu, 08 Sep 2016 16:49:25 GMTLaurent.NvizzioGet UE version in ModuleRules (.Build.cs file)https://answers.unrealengine.com/questions/474105/get-ue-version-in-modulerules-buildcs-file.html
We're working with 2 versions of UE4 here due to a bug in the later versions, and I need to be able to check what version to do some conditional stuff in my Build file. Is there a way to do this, ideally with preprocessor checks?buildversionc#defineTue, 23 Aug 2016 00:43:38 GMTduke22Does the UE4 C# tools compiler have predefined symbols?https://answers.unrealengine.com/questions/467424/does-the-ue4-c-tools-compiler-have-predefined-symb.html
Unity has a concept of Platform Dependent Compilation.
https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
In your C# code you can check the particular version.
```
#if UNITY_5
// do this
#else
// print unsupported
#endif
```
When generating project files, Unity will inject Define Constants into the C# project.
I'm asking if UE4 has something similar so that I can have custom version code in the Plugins\MyPlugin\Source\MyPlugin.Build.cs C# script.
There's a slightly different API for Unity 4.9, 4.11, and 4.12 with the build script and it would be great to support multiple versions so that users don't have to modify the plugin build script or see any compilation errors.
When generating the unreal project files the Build script is added to the C++ project as an include/no compile option.
Intermediate/ProjectFiles/ExampleProject.vcxproj:
<None Include="..\..\Plugins\MyPlugin\Source\MyPlugin\MyPlugin.Build.cs" />
Any symbols that are added are compiled into the UE4 Editor.
Ideally a tool would read the build version here:
https://github.com/EpicGames/UnrealEngine/blob/4.12/Engine/Build/Build.version
And generate C# build symbols for UE4_12.
The build version could be checked at runtime.
https://github.com/EpicGames/UnrealEngine/blob/master/Engine/Source/Programs/UnrealBuildTool/System/Utils.cs#L26
And through reflection, the build version could be used to invoke the intended API.
However, I intend to check the build version at compile time.
Your feedback is appreciated.
Thanks,
~Tim Graupmannue4build.csc#Wed, 10 Aug 2016 02:33:25 GMTtgraupmannwhy did unreal engine use c++ not c#https://answers.unrealengine.com/questions/429890/why-did-unreal-engine-use-c-not-c.html
why did unreal engine use c++ not c# i heard c# is better for game developmentunreal engine 4c++c#Fri, 03 Jun 2016 12:35:41 GMTAws97Using c++ to call specality managed C# dllhttps://answers.unrealengine.com/questions/423621/using-c-to-call-managed-c-dll.html
So I've been working on this issue for months now, and have finally decided to make a post about it because its driving me crazy. My mate and I have been working on a project dealing with lighting software protocol called ArtNet which currently were receiving data from via a hacked up C++ to C# socket setup that is very very very unreliable and a major performance hit because the data is constantly streaming at very high rates. We want to cut the over head and bring the data directly in to Unreal, however the only library that we've been able to find that will compile under windows is this C# library
https://github.com/MikeCodesDotNet/ArtNet.Net/tree/master/eDmx.ArtNet
What we would like to know is is there any way at all to make this dll work with our existing C++ code to bring the data into the blueprint scripting interface via blueprint callable? Any assistance would be greatly appriciated this has been an issue going on now for about 4 months now we've been trying to find a better solution and this is the only avenue that we could think of to bring the data directly in via library and cut networking overhead.c++c#Sun, 22 May 2016 00:04:35 GMTdjshadowxm81Mono for Unreal Engine now that it's open sourcehttps://answers.unrealengine.com/questions/400586/mono-for-unreal-engine-now-that-its-open-source.html
Is there anything keeping us from using C# with blueprint calls to allow for a C# on Unreal now that Mono is free and open source? I know there was a push back against the Mono-UE project while it was attempted as a paid version but now that it's open source is this something that could be supported?
I understand it would only work for blueprint functions, but personally for a C#/C++ developer like myself it would allow me to mostly work in my preferred language of C# and still let me get low level C++ access if I ever needed it. Honestly after dealing with Unity and some crippling bugs it sounds like a dream.c++programmingc#Wed, 06 Apr 2016 17:17:52 GMTBeep2Bleepc# scripthttps://answers.unrealengine.com/questions/365565/c-script.html
hi i recently switched from unity to UE4 i have this maze generator script witch makes perfect mazes but its a c# script is it possible to use this script in UE4 as my aim is to make a maze game with a 3d character eventuallyunityc#mazeMon, 25 Jan 2016 12:50:04 GMTdaburaHow can I calculate text size without using DrawHUD?https://answers.unrealengine.com/questions/347374/how-can-i-calculate-text-size-without-using-drawhu.html
Currently I am using the following code:
//if (IsCanvasValid_WarnIfNot())
{
UFont* Font = HUDFonts[fontID];
Canvas->TextSize(Font ? Font : GEngine->GetMediumFont(), txt, w, h, scale, scale);
}
However, it returns the wrong text size. I've read that this should only be accessed from the DrawHUD() function. Is it possible to instantly calculate the size outside of the DrawHUD() function? I would like to call this function from C# by posting the parameters and return the size directly.
Any ideas?unreal engine 4c++textc#Tue, 15 Dec 2015 13:35:19 GMTz0qHTML5 export, Utility.js append bughttps://answers.unrealengine.com/questions/328038/html5-export-utilityjs-append-bug.html
Currently, when the project is packaged for HTML, a Utility.js file gets created and is being populated with the content of a few js files coming with the source.
With each packaging, this file gets bigger and bigger as it is **appended** by AutomationTool.
[Click to see the code in Unreal Engine Github repository][1]
string DestinationFile = OutDir + "/Utility.js";
foreach( var UtilityFile in UtilityJavaScriptFiles)
{
string Data = File.ReadAllText(UtilityFile);
File.AppendAllText(DestinationFile, Data);
}
Content of the file must be cleaned (if exists) before appending.
[1]: https://github.com/EpicGames/UnrealEngine/blob/a27ad66f0a075f3b74ef8f68a4b2b0da4882425e/Engine/Source/Programs/AutomationTool/HTML5/HTML5Platform.Automation.cs#L157bug reportpackaging projectshtml5source codec#Tue, 03 Nov 2015 19:46:00 GMTemrahgunduzCan I use C# for Unreal Engine 4.9?https://answers.unrealengine.com/questions/305876/can-i-use-c-for-unreal-engine-49.html
So I've been Unity3D up until recently. For reasons I'm not going to go into, I've decided Unreal Engine is better. But I don't really want to have to learn C++ when I have knowledge of both JavaScript and C#. So my question is, is there any way I can use C# in Unreal Engine? Thanks :)unreal engine 4c#game develomentMon, 21 Sep 2015 17:06:21 GMTfunkeypigeonIn-game shop/ store and C#https://answers.unrealengine.com/questions/288725/in-game-shop-store-and-c-1.html
I want to make an in-game shop/ store but I don't now how to do it in blueprint or c++, but I tink I can do it in C#. I want a tutorial about an in-game shop and that unreal engine get C# coding.
I don't tink taht Unreal Engine 4 can make an in-game shop/ store, and if that is true, then this engine is not good to use.
If you can make an in-game shop/ store, then it is 1 of the moust powerfull engine in my book.
Want to code in C#, way is it no C# coding in Unreal? Only C++ and Blueprint.
If C# come to unreal engine then I use it more the Unity.c++blueprintc#Sun, 23 Aug 2015 16:35:40 GMTBlackforcedragonIn-game shop/ store and C#https://answers.unrealengine.com/questions/288724/in-game-shop-store-and-c.html
I want to make an in-game shop/ store but I don't now how to do it in blueprint or c++, but I tink I can do it in C#. I want a tutorial about an in-game shop and that unreal engine get C# coding.
I don't tink taht Unreal Engine 4 can make an in-game shop/ store, and if that is true, then this engine is not good to use.
If you can make an in-game shop/ store, then it is 1 of the moust powerfull engine in my book.
Want to code in C#, way is it no C# coding in Unreal? Only C++ and Blueprint.
If C# come to unreal engine then I use it more the Unity.c++blueprintc#Sun, 23 Aug 2015 16:35:14 GMTBlackforcedragonC# Copy File With Buildhttps://answers.unrealengine.com/questions/263307/c-copy-file-with-build.html
I'm wondering if it's possible to copy a file from my custom plugin directory, but I need to specify it to be copied to a specific directory when the user goes to package their project. I currently can copy out files like this:
RuntimeDependencies.Add(new RuntimeDependency(FilePathHere));
But I need to tell the build tool where to actually copy that file within the packaged application. (ie. Not where it originates from based on the project root)
I see that RuntimeDependency can be constructed with two parameters, but this results in some really strange behavior when packaging the project.
I'm hoping an Engine dev can help out and let me know if what I'm trying to do is possible.
Another possible solution would be to have access to the full path of where the packaged application is going. Is that exposed anywhere in the build tool? If so I could just copy the file using some custom C# code.
Thankspluginsunreal build toolc#custom codeSat, 25 Jul 2015 03:43:00 GMTAaronSheaHow can I get the current Project Path within the c# build files?https://answers.unrealengine.com/questions/237166/how-can-i-get-the-current-project-path-within-the.html
I'm trying to add some compiler definitions that require I get the project directory. More specifically I'm getting the git commit count for my project.
I scoured through some source files to try and find some kind of function or variable to get this information and I found [GetUProjectPath](https://github.com/EpicGames/UnrealEngine/blob/4.7/Engine/Source/Programs/UnrealBuildTool/System/UnrealBuildTool.cs#L175). Unfortunately when I try to use it I get this error:
error CS0103: The name 'GetUProjectPath' does not exist in the current context
I'm using it in my ModuleRules constructor for my project inside *&lt;Project Name>.Build.cs*. I tried using `System.IO.Directory.GetCurrentDirectory()` but that just gave me the directory of the engine source.
Any insight would be appreciated!
**Edit:** Just to cover my basics I also did `UnrealBuildTool.GetUProjectPath()` and get another error.
error CS0234: The type or namespace name 'GetUProjectPath' does not exist in the namespace 'UnrealBuildTool' (are you missing an assembly reference?)
I have pretty much never used C# but my impression is that due to `using UnrealBuildTool;` being at the top that I don't need specify the namespace `UnrealBuildTool`, but I could be wrong. Either way I'm still getting an error.buildc#Wed, 03 Jun 2015 03:08:47 GMTZaucyKinect Lib linking problemshttps://answers.unrealengine.com/questions/230863/there-is-someting-wrong-with-my-cs-link-script.html
Hi guys !
I'm Trying to link the kinectv2 library ad i started with copy the library in the third part software floder of the engine.
So now i have menaged to have this floder structure:
C:\Program Files\Epic Games\4.7\Engine\Source\ThirdParty\Windows\Kinect
Includes
-Kinect.h
-Kinect.Face.h
-Kinect.VisualGestureBuilder.h
_........ others Includes.....
Libraries
-x86
--Kinect20.face.lib
--Kinect20.fusion.lib
--Kinect20.lib
--Kinect20.VisualGestureBuilder.lib
-x64
--Kinect20.face.lib
--Kinect20.fusion.lib
--Kinect20.lib
--Kinect20.VisualGestureBuilder.lib
KinectV2.build.cs
And here the KinectV2.build.cs:
using UnrealBuildTool;
using System.IO;
public class KinectV2 : ModuleRules
{
readonly string libName="Kinect20.lib";
public KinectV2(TargetInfo Target)
{
Type = ModuleType.External;
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
{
string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "x64" : "x86";
string KinectPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "Windows/Kinect/";
PublicIncludePaths.Add(KinectPath);
string LibPath = KinectPath + "/Libraries/" + PlatformString + "/";
PublicIncludePaths.Add(LibPath);
PublicSystemIncludePaths.Add(KinectPath + "/includes/Kinect.h");
PublicAdditionalLibraries.Add(libName);
Definitions.Add("WITH_KINECT_V2=1");
}
}
}
Also in the project builder i have put : ` OutExtraModuleNames.AddRange(new string[] { "FPSTest", "KinectV2" });`
In theory should work and the compiler don't give me errors buthe cant find the reference if i use #include Someone can tell me where i wrong??
PS: i put the follow line in the VC++:
C:\Program Files\Epic Games\4.7\Engine\Source\ThirdParty\Windows\Kinect;$(IncludePath)
C:\Program Files\Epic Games\4.7\Engine\Source\ThirdParty\Windows\Kinect\Libraries\x64;C:\Program Files\Epic Games\4.7\Engine\Source\ThirdParty\Windows\Kinect\Libraries\x86;$(LibraryPath)c++linkerlinkingkinectc#Wed, 20 May 2015 13:43:57 GMTMaGiiK[C#] Compiling MONO and UE4 doesn't work. Any solutions?https://answers.unrealengine.com/questions/172549/c-compiling-mono-and-ue4-doesnt-work-any-solutions.html
I installed and built UE4 from source - everything worked perfectly. I copied the mono over and did the checkouts for creating a new branch - everything worked fine. However when I try to compile it gives me the following error:
Error 1 error CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?) f:\UE4Source\UnrealEngine\Engine\Plugins\XamarinUE4\MonoRuntime\Source\ThirdParty\mono\EmbeddedMono.Build.cs 7 14 UE4
Mention: I tried manually adding a reference to System.Linq but can't seem to find it.
Anyone knows if I can solve this? Or should I change the import in the code to something else?crashcompilation errorc#Fri, 13 Feb 2015 10:53:40 GMT1aboveModules in UProject file order dependent?https://answers.unrealengine.com/questions/170958/modules-in-uproject-file-order-dependent.html
I just spent a fair bit of time fighting 'dll could not be found' startup errors after adding a secondary module to my project, which was added as a static dependency in the primary module's .build.cs file. In the end I discovered that this could be solved in the .project file by either 1) setting the secondary module's loading phase to 'PreDefault'; or 2) putting it before the primary module in the 'Modules' list.
Is this intentional behavior? It wasn't specified in any of the info I managed to find on adding modules. It would seem to be unnecessary since the dependency tree is specified through the .build.cs files, but perhaps that isn't sufficient. At the very least it would be worth documenting.buildmodulesdependenciesc#uprojectTue, 10 Feb 2015 08:31:05 GMTkamrannUBT doesn't seem to need to be recompiledhttps://answers.unrealengine.com/questions/109307/ubt-doesnt-seem-to-need-to-be-recompiled.html
Guys, I'm working in my spare free time on actually using intel compiler on Windows with UE4.
There is UBT which is called each time you need to build anything. That's fine.
In UBT there is a VCToolchain.cs which is responsible for choosing appropriate compiler and sending amongst other things options to this compiler. That's fine.
Till yesterday I thought that each time I've change anything in VCToolchain.cs I need to recompile UnrealBuildTool. By accident I've changed one parameter and run build some other project without actually rebuilding UBT and what happened? The new, not compiled VCToolchain.cs file got used, that is the changed options for compiler where used without recompiling UBT.
Could anyone please explain to me how is that possible?
Thank you.unreal engine 4c#Mon, 06 Oct 2014 11:15:13 GMTsmallB[How To Unity=UE4]Objectを毎フレーム上に動かしたいhttps://answers.unrealengine.com/questions/107416/how-to-unityue4object%E3%82%92%E6%AF%8E%E3%83%95%E3%83%AC%E3%83%BC%E3%83%A0%E4%B8%8A%E3%81%AB%E5%8B%95%E3%81%8B%E3%81%97%E3%81%9F%E3%81%84.html
UnityでObjectを上に動かすことは慣れているのでできるが
UE4ではどのように実装したらよいのだろうか。
[Unityの手順]
1. Cubeを作成する（Rotationのサンプルも作るため、２つ作成して親子関係にした）
![alt text][1]
2. Scriptsフォルダを作成し、C#のスクリプトファイルを作成する。
![alt text][2]
3.スクリプトを記述する。
![alt text][3]
4.上に動かしたいobjectにスクリプトを追加する。
![alt text][4]
[1]: /storage/temp/16823-unity_01.png
[2]: /storage/temp/16824-unity_02.png
[3]: /storage/temp/16825-unity_03.png
[4]: /storage/temp/16826-unity_04.png
[5]: /storage/temp/16827-ue4_01.pngblueprintsunityc#Thu, 02 Oct 2014 01:24:09 GMTGansaibowC#の基本的な構文をBlueprintに変換してみるhttps://answers.unrealengine.com/questions/107123/c%E3%81%AE%E5%9F%BA%E6%9C%AC%E7%9A%84%E3%81%AA%E6%A7%8B%E6%96%87%E3%82%92blueprint%E3%81%AB%E5%A4%89%E6%8F%9B%E3%81%97%E3%81%A6%E3%81%BF%E3%82%8B.html
C#を基本言語として開発しているが、
Blueprintでどのように記述していいのかわからない。
基本的な構文から少しずつC#の構文をBlueprintに変換してみる。
<pre>
int a = 5;
int b = 6;
int c = a + b;
</pre>
![alt text][1]
[1]: /storage/temp/16762-basic_int_sum_sample.pngblueprintsc#Wed, 01 Oct 2014 17:01:07 GMTGansaibow